if (EnvironmentDefines->HasShadingModel(MSM_Eye))
{
    OutEnvironment.SetDefine(TEXT("MATERIAL_SHADINGMODEL_EYE"), TEXT("1"));
}

if (EnvironmentDefines->bMaterialShadingModelEyeUseCurvature)
{
    OutEnvironment.SetDefine(TEXT("MATERIAL_SHADINGMODEL_EYE_USE_CURVATURE"), TEXT("1"));
}

//着色模型添加-开始
if (EnvironmentDefines->HasShadingModel(MSM_MyToonDefault))
{
    OutEnvironment.SetDefine(TEXT("MATERIAL_SHADINGMODEL_MY_TOON_DEFAULT"), TEXT("1"));
}
if (EnvironmentDefines->HasShadingModel(MSM_MyToonFace))
{
    OutEnvironment.SetDefine(TEXT("MATERIAL_SHADINGMODEL_MY_TOON_FACE"), TEXT("1"));
}
if (EnvironmentDefines->HasShadingModel(MSM_MyToonHair))
{
    OutEnvironment.SetDefine(TEXT("MATERIAL_SHADINGMODEL_MY_TOON_HAIR"), TEXT("1"));
}
//结束

if (EnvironmentDefines->HasShadingModel(MSM_SingleLayerWater))
{
    OutEnvironment.SetDefine(TEXT("MATERIAL_SHADINGMODEL_SINGLELAYERWATER"), TEXT("1"));
}

if (EnvironmentDefines->HasShadingModel(MSM_ThinTranslucent))
{
    OutEnvironment.SetDefine(TEXT("MATERIAL_SHADINGMODEL_THIN_TRANSLUCENT"), TEXT("1"));
    bMaterialRequestsDualSourceBlending = true;
}